Hero actions that damage the entire target army cause significantly less damage.

Spell, ability and effect changes

The effectiveness of Direct Damage spells (eg Spirit Leech) is now modified according to context, bringing them more in line with other spell types. Their damage output is now more variable as a result.

In multiplayer, all players will now begin battle with the same (but randomly determined) starting Winds of Magic.

Tweaks to hit-point regeneration and resurrection effects are tweaked to be more effective and have longer durations.

The Invocation of Nehek will now replenish the maximum HP of entities revived by it.

The Frenzy ability will no longer target allies in range.

Improvements to vortex/building interactions.

Movement/charge speed abilities now have longer durations.

Mad Cap Mushrooms now has the correct miscast effect.

Update to lightning so it now damages buildings.

Solheim?s Bolt of Illumination (fired by Luminark of Hysh) is now stronger and better against moving targets.

Satchel charges should no longer explode in the air.

Updated the Chaos Lord abilities and rebalanced the initial recharge of their abilities.

Manual aim (ALT) of spawn abilities such as Raise Dead now previews proxies in the correct place on the ground.

Added a target arrow to show the range of spawn abilities such as Raise Dead.

Fixed an issue with inconsistent firing arcs for magic on walls during Siege Battles.

Fixed the target arc location/orientation for area-of-effect spells on the battlefield.

Friendly AI present on the battlefield will now no longer assume control of units that the player has spawned with abilities such as Raise Dead.

Fixed an issue that could cause the defending Battle AI to unnecessarily move a few meters forward at the start of battle.

Updated the Vampire Counts army templates for the AI to improve army quality.

Campaign AI

Increased war co-ordination attack priority in Campaign, to help make allied AI factions respond more readily to war targets/war co-ordination.

Diplomatic treacheries now have a bigger impact on the player's reliability rating, and the AI remembers them for a longer period of time.

Campaign AI is now less likely to offer money and more likely to sign more alliances.

Campaign AI is now a bit more cautious with intercepting enemy armies.

AI is now less inclined to start chasing the Chaos player around the Campaign map.

Increased the chance of Chaos recruiting when they are in the position to do so, when controlled by the AI.

Changed late game (?Age of Peace?) AI behaviour, to make AI factions more aggressive and unreliable. As a result they are more likely to return to the pre-Chaos status quo, breaking treaties and turning against one another. Also increased the Great Power penalty at this stage of the game.

Fixed some porthole images for Forsaken, Dragon Ogres and Shaggoths, which appeared too red.

Shadows are now more accurately rendered when moving the camera quickly in snow battles and zooming with the [N] key.

Fixed a bug where the rotation of reinforcement armies was not correct when playing a replay, as the approach angle of the primary army was not being saved.

Fixed the terrain in battles near Misty Mountains and Karak Kadrin, so units do not stand under the ground.

Lords will no longer use incorrect vocalisations when their army is destroyed.

Fixed a bug during battles where ?Withdraw? voiceover played from the unit that was currently selected, even if they were not the unit that was withdrawing.

Units may now taunt and cheer during Quest Battle speeches.

Bretonnian unit vocalisation will now be more accurate regarding the weapons the units are using.

Single creatures may now shriek when swooping in to attack enemy land units.

Fixed battle results screen to show kills for large armies.

Corrected the Vampire character portrait ahead of the Chaos Tomb Blade quest battle.

When a Steam Tank is destroyed in battle, the turret no longer remains.

Improved how decals smear over props on the battlefield.

Reduced the visible popping between the Chaos Encampment tower LoDs.

Improved/reduced how often individual units taunt while marching, as it sounded too frequent, especially when marching a large army towards an objective.

Fixed an issue that sometimes prevented AI-controlled missile units from firing when they should.

AI-controlled artillery crews will no longer stand idle if they had abandoned their equipment and their equipment is out of ammunition.

Fixed an issue where unit card status icons would disappear on some cards when fighting with large armies.

Fixed a Battle UI issue, where dragging a card from a locked group to an unlocked group didn't correctly remove unit from the battle group. So when the locked group?s formation is dragged out or moved on the battlefield, the unit that was moved into the unlocked group is also moved with the locked group that it was previously in.